Asgard Academy
Race Creation Engine
Create new playable races for whatever you might need in Dungeons & Dragons 5e
Created by @SorenOfAsgard
Based on the work of /u/JamesMusicus of Reddit
You can find his original analysis HERE
Preface
Hey there, welcome to my first homebrewing creation document. Using this document you can build out races using a steamline approach similar to my own work flow when designing new races for D&D. I hope you find this document easy to read, simple to use and a helpful jumping off point for you to chase your own homebrewing dreams.
Methodology
The way this process works is you select a number of points which will reflect the relative strength of your race compared to the other races. James Musicus did a fantastic job of breaking the races of the player's handbook down into a rated system based on their traits, along with allotting points to the various traits you can use.
The goal of this document is to build upon this point system with as many racial traits as possible, allowing for great customization while providing a clear work flow of themes in order to guide you to a balanced, well rounded result.
The process will be starting with an appropriate pool of points and spending them on racial abilities. For reference the player's handbook have the following point values based on James' system.
Player's Hand Book Trait Scores
| Base Race | Total Points | Subtype | Subscore |
|---|---|---|---|
| Dwarf (+5) | 7.5-8 | Hill/Mountain | +2.5 / +3 |
| Elf (+4.5) | 7-7.5 | High / Wood / Dark | 2.5 / 2.5 / 3 |
| Halfling (+2.5) | 4-4.5 | Lightfoot / Stout | +2 / +1.5 |
| Human | 6 | Variant Human* | 2.5+X |
| Dragonborn | 4.5 | - | - |
| Gnome(+30.5) | 5.5 | Forest / Rock | +2 / +2 |
| Half Elf | 6.5 | - | - |
| Half Orc | 5.5 | - | - |
| Tiefling | 5.5 | - | - |
*Variant Humans trade an across the board ability score increase for receiving an increase of 1 to two ability scores. Additionally this receives one skill proficiency reaching a base score of 20.5. That being said the +X is needed as they are allowed to take any feat, which offer such a huge variety in effects you can't define it here.
Based on this scoring system, the Dwarf and Elf are on the high end of the power spectrum, scoring 8 and 70.5 respectively, while Dragonborn and Halfling fall on the low end with 4.5 and 4. Most of the races have a middling score around 6, and that should be the target for a balanced race.
A couple key notes to make here are as follows:
- Races who have a size of small (Halfling and Gnome), receive a -2 from their size, and often have a reduction in their base speed of 5ft., giving them effectively 20.5 points extra to work with when choosing traits.
- Races with access to flying (Aarakocra) appear to not have much at their disposal beyond flight. This is because Flying in itself is an extremely powerful racial trait. An Aarakocra's score would work out to 12 points total in this frame work. It would be calculated as follows:
- +3 from ability scores
- -0.5 (25ft. walking speed)
- +0.5 (Natural Weapons - Talons)
- +10 Flight (1 point per 5ft. of flying speed )
- -1 (No medium/heavy armor while flying)
With these score ranges in mind, if you are creating a set of your own original races for your world, you may want a range of high and low scoring creatures. The following are my recommendations for tiers of power when picking out racial traits.
Relative Power Scale
| Power Tier | Points Allocation |
|---|---|
| High | 7-8 |
| Medium | 5.5-6.5 |
| Low | 4-5 |
The Process
There are roughly 3 phases to pass through when going through this process. I will frame them in two different ways to accommodate both the traditional approach and embracing the ideas put forth in D&D's latest expansion book (at time of writing), Tasha's Cauldron of Everything.
Traditional Process
Once you have selected your points allocation, you'll progress through the phases in this order.
Base Ability Score Allocation
Select one of the ability scores your race will excel in when compared to the average. This ability score gets a +2. Then select a second ability score, this one receives a +1. If your race has subraces, save the +1 ability score increase for each individual sub race.
Bodily Frame Traits
If your custom race has any major changes to it compared against an average humanoid, this is where you will spend points to make those changes. If you're creating a race that is intended to be significantly larger than average humanoids, take the Powerful Build or the Long Limbs traits. You may have unnatural elements to your being which can be reflected by Living Construct (or reflavouring it as needed). Unless you are creating a small / tiny creature race, your size is medium.
Environmental Adaptation Traits
Next consider the environment your custom race comes from. If they were sea dwelling, cave dwelling, have resistances / vulnerabilities to the elements and so on. Spend points to flesh out these traits to reflect their ancestral environment.
Further Adaptation Traits
If your custom race has developed bodily defensive or hunting tools over many generations, you should spend your points in this section. This is your chance to really distinguish the custom race's identity.
Subrace
For each distinct culture/physical sub group of the race, consider why they are distinct and what differences will exist between them. Use the cultural traits to reflect these differences.
Cultural Traits
Finish off spending points from your point pool on societal traits related to both Lifestyle and Military tactics / training.
Tasha's Inspired Process
In light of recent changes to become more inclusive and sensitive to real world needs. Tasha's Cauldron of everything makes the move to allow players to customize their character, offering flexibility to things which would be considered cultural traits to allow player's to break out of stereotypes of the race they want to play.
Bodily Traits
We start off in this process building the base of the character, working through the Bodily Frame, Environmental Adaptations and Further Adaptations traits. When you complete this section you should have at least 4.5 points still available to your custom race which will be spent on Ability Score Increases and Lifestyle traits.
Natural Development
All races will have the following trait:
- [3] Ability Score Increase. You select one ability score and it increases by 2. You select a second ability score and it increases by 1. You may not select the same ability score for both of these increase. These ability score increases are reflective of the lifestyle you've lived and training you've undergone up to this point.'
The ability score increase reflects everything the character has experienced up to this point. This allows players to play outside stereotypes without receiving an implicit penalty for doing so. This trait always costs 3 points from their points allocation.
Lifestyle Traits
Rather than receiving dedicated lifestyle traits, the character receives a flexible trait allowing them to pick a handful of proficiencies to reflect their individual experience in society while also supporting their intended selection of a background.
-
[1.5] Life Experience. You gain proficiency in two skills of your choice, proficiency in one set of artisan's tools, gaming set or two weapons.
-
[?] Cultural Adjustment. Using the remaining points from the build process, allow the player to select traits off of the Lifestyle and Militant Traits list that reflect the life they have lived.
All races will gain the following trait:
- Languages. You know common and one other language of your choice.
Racial Traits Selection
Bodily Traits
The following traits are reflective of adaptations the race made over the course of their evolution as a species.
[3] Ability Score Increase. Your __ (ability) score increases by 2. Your __ (different ability) score increases by 1.
(Your second ability score increase should be associated with your subrace if you are creating a race with subraces available.)
Subrace. Two main subraces of __ (your custom race) populate the worlds of D&D: __s and __s. Choose one of these subraces.
Bodily Frame
The following traits are the base of your custom race. This is where you define the size and main biological parameters of your race.
[-1] Small. Your size is small. You have disadvantage to attack with heavy weapons and your base movement speed is reduced by 5ft.
[-2] Tiny. Your size is tiny. You have disadvantage to attack with heavy weapons and your base movement speed is reduced by 5ft.
[0.5] Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
[1] Construct Nature. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Looking to be Undead? Inorganic? Etc?
If you're looking to flavour your custom race as being different from the standard living races. Re-flavour Construct Nature and use it to reflect your race's reality.
[0.5] Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
[0.5] Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
[+/-X] Speed. Your base walking speed is 30 feet. (include special notes about movement here, each increment of 5ft. costs or grants 0.5 points back. Best practice, this is adjusted by only 5ft.)
Environmental Adaptations
The following traits are reflective of the environment that the race hails from. These are adaptations they made to survive in unique environments.
[0.5] Amphibious. You can breathe air and water.
[-1 - +1] Damage [Immunity/Resistance/Vulnerability]. You have __________ to ______ damage. (Immunity costs 1 point, Resistance costs 0.5 points, Vulnerability provides 1 point)
[0.5] Darkvision. You have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.
[1/5ft.] Flight. You have a flying speed of __ feet.
[0.5]From the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.
[0.5] Hold Breath. You can hold your breath for up to 15 minutes at a time.
[0.5]From the Mountains. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
[0.5] Superior Darkvision. [Requires Darkvision] You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
[-0.5] Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Sunlight Sensitivity
Superior Darkvision and Sunlight Sensitivity are often paired up when creating races that excel in subterranean living.
[0.5/10ft.] Swim. You have a swimming speed of __ feet.
Further Adaptations
These bodily changes are offensive or defensive augmentations that the race has taken to help them survive wherever they live.
[1] Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
[1] Breath Weapon. You can use your action to exhale destructive energy. This produces a __foot [15ft. cone or 30ft. line] dealing _____ (element) damage.
When you use your breath weapon, each creature in the area of the exhalation must make a _____ (Dexterity or Constitution) saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.
[0.5] Cantrip. You know [one cantrip of your choice from the _____(class) spell list]/[the _____ cantrip]. ______ (ability) is your spellcasting ability for it.
[1] Charge. [Requires Equine Build, Natural Weapon Hooves] If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
[1] Change Appearance. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change.
- You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
- You stay in the new form until you use an action to revert to your true form or until you die.
[1] Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
[0.5/1] Dextrous Appendage. You can grasp things with your ___ (Tail, Tentacle, Trunk, etc.). lt has a reach of 5 feet, and it can lift a number of pounds equal to (- / five times) your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
[0.5] Fey Ancestry. You have advantage on saving throws against being charmed and magic can’t put you to sleep.
[-1] Flight Restriction. [Requires Flight] You are unable to fly when wearing medium or heavy armour.
[1] Gore. [Requires Horn Based Natural Weapon] Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
[1] Hammering Horns. [Requires Horn Based Natural Weapon] Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
[1] Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
[1] Hungry Jaws. [Requires Bite Based Natural Weapon] In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
[1 - 1.5] Innate Magic. You know the _____ cantrip. When you reach 3rd level, you can cast the _____ spell once per day. When you reach 5th level, you can also cast the _____ spell once per day. _______ is your spellcasting ability for these spells.
[1]Integrated Protection. [Requires Living Construct] Your body has built-in defensive layers, which can be enhanced with armor.
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can't be removed from your body against your will.
[0.5] Keen Hearing. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve listening.
[0.5] Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve sight.
[0.5] Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
[2] Magic Resistance. You have advantage on saving throws against spells and other magical effects.
[0.5] Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
[0.5] Leap. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
[0.5 - 2] Natural Armor. You have a natural armor bonus of +__. When unarmored, your AC is equal to 10 + your natural armor bonus + your dexterity modifier. (0.5 for each increase of 1, up to a cap of +4)
[2] Natural Armor (Shelled). Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
[0.5-1.5] Natural Weapon. Your ___ (Bite, Claws, Hooves, Horns) is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you can deal (bludgeoning/piercing/slashing) damage equal to 1d# + your Strength modifier. (For each tier of die, cost of 0.5, capping at d8.)
[1] Naturally Stealthy. [Requires Small] You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
[0.5] Nimble. [Requires Small] You can move through the space of any creature that is of a size larger than yours.
[1] Nimble Escape. [Requires Small] You can take the Disengage or Hide action as a bonus action on each of your turns.
[0.5] Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
[1] Poison Immunity. You are immune to poison damage and the poisoned condition.
[0.5] Construct's Rest. [Requires Construct Nature] When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
[1] Shell Defense. [Requires Natural Armor (Shelled)] You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
[0.5] Trance. You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Cultural Traits
Beyond physical adaptations, your race will have formed an ancestral culture that provides them with further traits.
Lifestyle Traits
These traits are reflective of your day to day life of your custom races' society.
[0.5] Brave. You have advantage on saving throws against being frightened.
[2] Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
[1 - 1.5] Cultural Magic. You know the _____ cantrip. When you reach 3rd level, you can cast the _____ spell once per day. When you reach 5th level, you can also cast the _____ spell once per day. _______ is your spellcasting ability for these spells.
[0.5] Cantrip. You know [one cantrip of your choice from the _____ spell list]/[the _____ cantrip]. ______ is your spellcasting ability for it.
[0] Languages. You can speak, read, and write Common and ______.
[0.5] Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
[0.5] Skill Proficiency. You gain proficiency in ___ (skill).
[0.5] Speak with Small Beasts. Through sounds and gestures you can communicate simple ideas with Small of smaller beasts.
[0.5] Tool Proficiency. You gain proficiency with the ____ tools of your choice: _____.
Militant Traits
These traits are reflectiev of your custom races' ancestral strategies and methods of war.
[0.5 - 2] Armor Training. You have proficiency with ___ armor. (Costs 0.5 points for each level of armour proficiency taken and shields. Must have the lower tier armour proficiency to take the next level. Light -> Medium -> Heavy)
[1] Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
[1] Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
[1.5] Pack Tactics. [Requires Small] You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
[0.5] Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
[1] Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
[1.5] Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
[0 - 1] Weapon Familiarity. You consider the _______[racial weapons] martial weapons instead of exotic weapons.
[0.5] Weapon Training. You have proficiency with the ________[weapons]. (Select up to 4 weapons)
Very Specific Group Traits
These traits reflect very specific groups of people that specialize in very specific sets of knowledge. I'd advise against making use of these traits as its unlikely all members of a race would have this knowledge.
[1] Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
[0.5] Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
[0.5] Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
[1.5] Fury of the Small. [Requires Small] When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
[1.5] Grovel, Cower, and Beg. [Requires Small] As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
[1.5] Saving Face. Your people are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
[0.5] Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
[1] Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Creating Racial Abilities
If none of the above can be used to capture what you are aiming for and you want to do something really special with your custom race, this section will hopefully assist you in tackling that goal. First here is a handful of rules of thumbs to lean on when it comes to the points system:
- Anything which adds action economy to your turn should be at least 1 point. This would include things like performing actions as bonus actions.
- Anything which has a spell like feature should be at least 1 point. An example of this would be the Firbolg's Hidden Step, which is essentially casting invisibility on one's self once per short or long rest. Using this as a baseline, you could do this for many support spells if you want to avoid innate spell casting but still want to have a magical effect.
- Anything that causes a flat additional damage should be at least 1 point. An example of this would be the Goblin's Fury of the Small, which is a one time burst of damage.
- Anything that grants advantage on skills under specific circumstances should be at least half a point.
- Anything that grants advantage on combat actions under specific circumstances should be at least a point and a half.
Here is a handful of examples of racial traits I've created in these guidelines.
FFXIV's Elezen
[1] Hawk Sight. The normal range of your ranged weapon is increased by 20ft. This cannot exceed the max range of the weapon.
SoA's Bizarre Adventure's Slimekin
[0.5] Amorphous. While you are not wearing or carrying any equipment or items, you can move through a space as narrow as 1 inch wide without squeezing.
[2]Ooze Approach. As an action. you attempt to enter the occupied space of a creature of medium size or smaller. The creature makes a Strength saving throw equal equal to 8 + your proficiency bonus + your Strength ability modifier.
On a failure, you enter the creature's space and they become restrained. The creature may use their action to reattempt the saving throw. While you are restraining the creature in this way, you may only use your action to make an unarmed strike with your Pseudopod or release the restrained creature, appearing in a space within 5ft. of them.
The Legend of Zelda's Goron
[0.5] Rock Gut. You may consume rocks and minerals to satisfy your hunger.
[1] Rolling Dash. When you use your action to Dash, after moving 10ft. you can use a bonus action to make a special unarmed strike attack against a creature within 5 feet of you with proficiency using your Constitution modifier. If you hit, you deal 2d6 bludgeoning damage. This damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
[1] Stone Diver. You are unable to swim, sinking right to the bottom of any body of water you enter. You are able to hold your breath for a number of hours equal to your Constitution modifier.
The Legend of Zelda's Zora
[1] Slippery. You have advantage on escape attempts against grapples and restraints when using your Dexterity modifier.
Debrief
The Elezen in the world of FFXIV are renown for their sharp eyes and archery prowess, this gets reflected in the passive combat buff of being able to out range their enemies thanks to this intensely focused vision.
Amorphous and Rock Gut are both racial traits that are more to add flavour to the race rather than be mechanically powerful abilities. Rock Gut allows the Goron to basically dig up food anywhere, while Amorphous is a much stronger effect but with a heavy draw back, allowing you to shed all your equipment to go scout through spaces beings with a skeletal structure wouldn't dream to travel through.
Rolling Dash is a good example of a simple combat ability similar to the Minotaur's Goring Rush. You gain extra action economy during your turn with this one, allowing you to use the Dash action and get an attack in. Gorons are known for rolling into battle, so flavouring their use of the Dash ability as a roll is a nice touch.
With Ooze Approach we start getting a little bit more out there. I was asked to create a Slime player race and in doing so wanted to reflect the abilities of slimes within the D&D world. One of the most iconic moves a slime has is overwhelming their prey with their sheer size. With Ooze approach the player replicates this act by using their action to try and overwhelm their target, using their slime based body to restrain a creature, turning themselves from a player into a set of shackles essentially. They are able to use their natural weapon to further attack or let their foe go, offering a cost to restraining a creature, but against single enemies that could fall prey to this, it is a deadly racial feature. Actually while writing this I'm finding that allowing it to be an option at all times may be too strong, even for its point cost. Always be up to reflect on the relative power of your creations!
Flavour Text
Once you're happy with your mechanics, to finish fleshing out your custom race, you'll need the following sections:
- A quote about the race
- A blurb that gives a quick at a glance about the race.
- A dedicated section that speaks about their physical appearance
- If you have sub races, a section which details how the subraces have branched out. If you are not using sub races, a section which details their culture a bit.
- A section which discusses their homeland or place of origin.
- A section which details common reasons people of this group might go adventuring in a cultural sense.
- A section which details the naming conventions for the race with examples.
- A section which details the relationship of the group with other races.
Bearran (example)
You'll be hardpressed to find a people that are both as kind and vicious as the Bearran. Approach them with a keg of ale and a jar of honey and they'll welcome you with open arms.
-Sylas Swansong, Herald of Ceolund
The Bearran are a native people of the continent of Northern Osora in the world of the Gallilir. Two distinct groups of Bearran call the region home, those who call the grasslands of Meadowdale their home, and those who hail from the dense forests of Haerfestland. Sporting ursine features, the Bearran have a distaste for those that confuse them with those with lycanthropy or outright refer to them as common bears.
Powerful Bulk
The Bearran are a people whose bloodline can be traced back to bears influenced by the latent magics of the land which expanded their minds and introduced them to awaken to civility. Regarded as wardens of nature, the Bearran though few in number but are highly respected peoples in the realm of nature. All bearran grow to be roughly 7 feet tall with broad shoulders, bulky builds, and are blessed with a powerful sense of smell. Their bodies are often covered with a thick black or brown fur, thinning around face resembling wild humans.
Keepers of Osora
All Bearran can trace their history to Haerfestland, a forest trapped in an eternal autumn where wild magic surges endlessly. The Brunir sport a light brown coat of fur and continue to call their ancestral land home. Here they are a respected group who are deeply in tune with the voices of nature and quietly work to keep the myriad of people that call the forest home united. The Noirsus coats are dark brown or nearly black and call the grasslands to the south home. They often live in small communities in the foothills that dot the center of the region. They have adapted to the lives of skilled traders and leatherworkers that sell their fine wares to adventurers that travel across Meadowdale.
Nature's Wardens
The Bearran are rumoured to have been awakened by the land itself to create champions to protect itself from the warring between the Queendom of Meadowdell and those who lived in Haerfestland. Though the all out war has ended, the Bearran are peace keepers who are sometimes called upon via prophetic dreams to dive into action and accomplish whatever mission nature has bestowed upon them. This sometimes leads to Bearran having very strange goals as they sometimes mistake their regular dreams as calls to action.
Bearran Names
The Bearran view all members of their species as part of a massive family. That being said, they find no use for family names leading them to make use of basic names related to nature. Bearran parents will often name children after various items or foods found in the region, usually linked to what is present during birth.
Bearran Names. Apple, Cliff, Hill, Honey, Leaf, Stone
Bearran Traits [4]
Your Bearran character has a variety of natural abilities.
[2] Ability Score Increase. Your Consitution score increases by 2.
Age. Bearran live shorter lives compared to most of their enlightened races of the world. They grow up quickly reaching maturity after 5 years and live for only about 40 years.
Alignment. The Bearran believe and live by the natural order of the world, and view laws with scrutiny. They often lean towards a chaotic alignment.
Size. Bearran usually grow to be about 7 feet tall and feature strong, broad builds. Though they tower over many people they are often seen as being soft bodied thanks to their fluffy, thick coats. Your size is medium.
[0.5] Keen Smell. Thanks to your sensitive snout, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
[1] Natural Weapon. Your Claws are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier.
[0.5] Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speed. Your base walking speed is 30ft.
Languages. You can speak, read and write Common.
Subrace. The Bearran have two distinct clans that call the continent of Osora home, the Brunir and the Noirsus. Select one of the two subraces.
Brunir [2]
The Brunir call the ancestral land of the Bearran, Haerfestland, home. Acting in the interest of nature and the land itself, they often live peaceful lives but raise arms when threats encroach on the forest.
[1] Ability Score Increase. Your Wisdom score increases by 1.
[0.5] Naturalist. You gain proficiency in the Nature skill.
[0.5] Speak with Small Beasts. Through sounds and gestures you can communicate simple ideas with Small of smaller beasts.
Noirsus [2]
The Noirsus have adapted to life outside the woods, building tribal communities in the foothills of Meadowdell, often protecting the region from those that would turn to banditry.
[1] Ability Score Increase. Your Strength score increases by 1.
[0.5] Bearran Arts. You gain proficiency in Leatherworker's Tools.
[0.5] Brave. You have advantage on saving throws against being frightened.
This example features a 6 point pool build for a race based upon bears. The base race taking up a bulk of the points and then the cultures of the two groups fleshing out the rest. I considered including Daunting Roar as a Bearran feature or a third subrace called the Blansa to represent polar bears.